Video Game History

Computer Role-Playing Games and Their Roots

How digital role-playing games grew from tabletop ideas of the 1970s and from mainframe programs, and how the genre moved from university systems to home computers.

On this page
  1. Starting From the Tabletop
  2. Mainframe and University Beginnings
  3. Moving to Home Computers
  4. Another Branch: Procedural Dungeons
  5. Consoles and the Branching Genre
  6. What the Roots Tell Us

Starting From the Tabletop

Digital role-playing games, usually shortened to RPGs, borrow their basic structure from tabletop games that became popular in the 1970s. In the best-known examples, players take on the roles of characters described by numbers such as strength or health, move through an imagined world described by a referee, and resolve actions with dice. Wargames played with miniatures on tables also contributed ideas, as did fantasy fiction that many players and designers enjoyed.

A tabletop session depends on a person to track rules, keep records and narrate. That bookkeeping is exactly the sort of work a computer is good at. Once programmers who played these games had access to a machine, it was natural to ask whether it could take over the dice rolling and record keeping, or even play the part of the referee.

Mainframe and University Beginnings

The earliest computer versions appeared on large shared systems at universities in the mid-1970s. Students and staff, who often had access to terminals and time on the machine, wrote dungeon-exploration programs and shared them with friends. At least some of these ran on PLATO, an educational network developed at a university in Illinois with graphics terminals and a strong culture of user-made programs. Several dungeon games from that system are remembered today, and different groups worked in parallel, so naming a single first game would not be accurate.

These programs were limited. Many showed a simple view of a corridor, a map or a list of text, and the player typed commands or pressed keys. Characters had a few statistics and could fight monsters, collect items and gain experience. Even so, the framework was recognizable: a party, a dungeon, treasure, and gradual improvement of a character over many sessions. Because the games ran on shared machines, they were passed around between institutions, sometimes modified by new owners, and sometimes lost.

A related line of games was text-based. A cave-exploration program from the mid-1970s, written in a text format on a research-lab computer, became widely copied and inspired a tradition that is described in the article on text adventures. That tradition focused more on puzzles and story than on character statistics, but both strands used the same medium and often the same audience.

Moving to Home Computers

When microcomputers appeared in the late 1970s, programmers who knew these mainframe games had an obvious way to bring them to a wider audience. Home machines could not match the shared systems in size, but they offered something else: a person could own one, and could run a game on it for hours without needing institutional access.

Several early home RPGs came out between about 1979 and 1982. Some were written by individuals who sold copies by mail, while others were published by small companies. A number became series that continued for many years. Common features of this period included:

  • Top-down or first-person views of dungeons made from simple lines or blocks.
  • Character creation screens, where players assigned points to statistics.
  • Turn-based combat, where the player chose an action and the computer resolved it.
  • Large amounts of data stored on floppy disks, which gave these games more room than cassette-based titles.

The use of floppy disks mattered. Storage let designers include more monsters, items and map data than a cassette could hold conveniently, and many RPGs of the early 1980s depended on that extra capacity.

Another Branch: Procedural Dungeons

Some developers took a different approach. Instead of drawing every level by hand, they wrote programs that generated dungeons at random each time the game began. This saved space on small machines and gave each play a different layout. A game from the early 1980s that used this approach and showed its dungeon in text characters gave a name to a subgenre, and later games that borrowed from it are still described by the same label. Whether a particular game belongs to that category is debated by fans, so it is best to treat the term loosely.

Consoles and the Branching Genre

During the 1980s, RPG ideas also moved onto consoles, particularly in Japan, where several series built a loyal audience. These games often kept the statistics and turn-based combat from the computer tradition but placed more weight on a guided story and on visuals that suited a television. Western and Japanese styles developed in somewhat different directions, though they continued to influence each other.

Later decades added many variations: real-time combat, three-dimensional worlds, and online games in which thousands of players share a persistent setting. The shared-world side of this development overlaps with online multiplayer, where the social features of tabletop play eventually returned in digital form.

What the Roots Tell Us

It helps to remember three points when reading the history of this genre.

First, the genre did not have one inventor. Tabletop designers, university programmers and hobbyists acted in parallel, often unaware of each other.

Second, hardware shaped design at each step. Terminals pushed games toward text, small memories pushed them toward generated content, and larger storage let designers add scripted stories.

Third, many early games were lost or survive only as fragments, because shared systems were reused and floppy disks decayed. Historians now rely on archives and on emulation software to study what players actually saw, though the record remains incomplete.

The core idea, a character who improves through accumulated choices, has survived every technology change. That durability may explain why a design born with paper and dice still appears in so many games today.

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